Inside The eaw.ini   6-04-2018
Written and Edited by: MarkEAW
Text Information: From forums, research, the User Manual and MPS patch readme's, the game, VBH, JWC, Combatsim Chris Coon interview, Christian Benz, RIBob and others.

Related Download Links:





 HotSpot Labels | Quitting The Game (Exit to Windows)
FPS (Frames-Per-Second) Display | Two Functions Assigned To One Button | Win2k/WinXP Target Assignment Bug
Repeating and Unwanted Lines



When you run the game (eaw.exe) for the first time (just into the Menu Screens), it will create a default 'eaw.ini 'file in the main game folder. Most of these settings are easier to change from with-in the games own Configuration Menus. Be advised, not all settings are controlled with Menus, therefore you need to manually add or change settings from inside the eaw.ini file itself.

The eaw.ini file is located in your game folder and opens like a text file. It may be edited with notepad and then saved with your personal preferences changed. You could put a shortcut to this file on your desktop since you'll need to edit it again later and probably often. (You may need to turn on by un-checking in Windows Folder Options Settings (on WinXP or later) the 'Hide extensions for Known File Types' to see the full filename, this includes the three letters after the period. This will allow you to see the .ini part of the file name).

When installing over a EAW version, it's best to generate a new .ini file by deleting/removing any previous eaw.ini file and running the new current eaw.exe once. This will generate a new file with defaulted settings.

Just remember once you have configured your controls, make a backup of your new eaw.ini file somewhere for safe keeping. Otherwise when a mistake happens with the game or the file (It will happen!) you can easily loose all your settings. The EAW.EXE redetects your hardware each time it loads, so if your Joystick is not plugged in next time you load the game, EAW will blank out your previously set controller functions. See my Joystick and Remappable Help Documents for more information about controls and key assignments.


The changes that the FXEXE EAW version introduce to the eaw.ini are noted in my FXEXE Patches Help Document.

The changes that the Code Group EAW versions introduce to the eaw.ini are noted in my CodeGroup Inside The Eaw.ini Help Document.



  • Width=640 -
  • Height=480 - 

    In the EAWv1.1 patch, higher resolution options where added due to popular demand. To change your resolution, you must do it from the file since there is no resolution setting menu from within the game itself.

    The higher screen resolutions give much better definition of the ground and aircraft, they have a denser pixel count, thereby making even distant planes look like planes instead of a jumble of pixels. But the aircraft outside the flight window at the same time become smaller than they are at the lower resolutions, so what is gained in clarity is lost in size, Tracers are even smaller. This is because not only is the field of view (FOV) changing, but the Point of View is as well (POV), the pilots position is moved back to gain the wider views or moved forward making the views narrower.

    Recommend at least 800x600, you get a decent width view, it seems to yield the "widest" field of view (also the POV is back more, the pilot sits farther back from the cockpit dash.) At 1024x768 is when the graphic details really begin to pop, however at that resolution the field of view becomes too narrow to be useful and the point of view is almost on top of the cockpits panel. You may want to try different settings to see how they work out. Many players run at 1280 x 960 and 1280 x 1024 or even higher.

    Here's some proper ratio resolutions you can try:
    1152x864 is wider than 1024x768.
    1280x960 is the same to the default 640x480 FOV.
    1280x1024 is wider than the default but not as wide as 800x600.
    1600x1200 appears to give the same FOV as the widest 800x600.
    2048x1536 will display a very good field of view.

    Remember your Desktop resolution has nothing to do with the resolution that EAW runs at, its dependant on your Video Card (amount of Vid Memory too) and Monitor capabilities. You may be able to get different resolutions in D3D than in Glide mode; meaning perhaps the high resolutions may only be available in Direct3D. For an example, In the year 1999, Direct3D runs very nicely on a VoodooII-8MB at 1024x768.

    See my 'Known Bugs and Feature Ideas Help Documents' and read the VIDEO Section and topic of FIELD OF VIEW (FOV) for more details about Wide Views, Field of View, Point of View and Resolutions.

    When using a res other than the default (640x480), when the game loads you will no longer see the "Fuel Gauge" loading screen, there will only be a blank screen. Also, the fixed 2d cockpit (the 2D view is what you get when you press F1) will no longer be available; you will be forced to fly only in virtual cockpit mode (the virtual cockpit is what you see when you press F8). At any other resolution the stock internal cockpits will be the Virtual 3D type which are lower in quality than the 2D standard cockpits. The Virtual cockpit also lacks things like cockpit bullet hole effects, oil smudges and viewable rear gunners. There is no fix for this in any version or code modified EAW game.

    The HUD data Display and in-game chat messages can become small and hard to read at much higher resolutions. You can fix that in v1.2 with a single patch/add-on combo that increases the size of the text with a Large HUD font. See my Community Addons and Files Help Document, and read the HUD FONTS section for replacing the small text with larger fonts.

    The size of the screen will effect the games Frames Per Second. You want the frame rates ideally at 30FPS or more, but above 15FPS so the game will operate correctly. For an example, If the game is running smooth when you enter dense bomber formations your doing well. There is no built-in FPS display in v1.2.

    Unfortunately there is no Zoom / Un-Zoom feature for the in flight or Pilot map, so it may become nearly useless when using higher resolutions to determine the direction of other planes.

    If your using a Wrapper program to display the game, you may want to try to set the in game resolution (eaw.ini) to 800x600 and the wrapper resolution to a higher setting, like 1600x1200 (if possible). Some will say that the quality is almost as good as if the EAW in game resolution was set for 1600x1200 itself. You will find that the planes are larger, same like the HUD, icons and chat fonts and the fps is much better.

    If you want to keep the original 2D Cockpits, using nGlide (or even a different D3D Wrapper program), try keeping the default 640x480 resolution in the game and in the wrapper program, set it double; 1280x960. You will be able to keep all the fun 2D cockpits and still have some sort of improvement is visual quality.

    Want to Set Lower Resolutions than default? You can, as long as your monitor and video card support it. 512x384 seems to work on some systems.

  • BPP=16 - Bits per pixel related to the color depth, the game uses 16 by default. This entry doesn't seem to effect the game at all, it just may have been a option the developers where planning on using. Its in the exe. 8, 16, 24 and 32 is optional. Color depth is always really 8bit/256 colors anyways.

    (The following is a statement from Tsuyoshi Kawahito, One of the MPS EAW Team main programmers).: (EAW's 3D engine (in-flight screen) combines 8-bit textures and 8-bit 3D models, with 16 bits 3D rendering.) (EAW does run in 16-bit color. It uses 8-bit textures, but each texture can have its own palette. If the game ran strictly in 8-bit only, then all textures and all effects in the game would have to use the exactly same 8-bit palette. And there's just not enough colors in 256-color palette to do all the shadows, haze, sunset/sunrise, and other nifty effects you see in EAW (without seeing horrible banding, that is...)

  • TestDrawPrimitive=0 - ?Forces to re-detect video card, It's unclear what this does??

    The D3D "Workaround"
    There is a method where we're able to 'trick' some cards into supporting (or at least trying to support) DirectDrawPrimitive, which will enable the D3D graphics mode for cards that don't usually support this feature. Please keep in mind that (a) this won't work for all cards, (b) this is a mostly un-tested feature and may cause unforeseen errors, and (c) even if it does enable D3D, the game may still behave unfavorably when run in this mode, with noted/predicted bugs including misplaced textures and low frame rates.

    So if you've read all of the above and are still willing to give it a try (you can always change it back), follow these steps;

    1. In your European Air War folder, open the file called "eaw.ini".
    2. Scroll down until you find the line that reads "TestDrawPrimitive=0", under "[Graphics]".
    3. Change the "0" to "1", and save the file.
    4. Run the game and give it a shot, going to the Graphics menu and selecting "D3D" if it's available.

    [Keep in mind, to go back to the original setting, simply repeat the previous, changing the "1" to "0".]


  • DisplayDevice=1 - This is which video card/graphics mode EAW has established as your D3D or 3DFX device.
    You will want to set this to either 0 or 1 for the most part on modern computers. Glide tends to be faster but does not support custom colors. Read Note3 below.

    The flight screen is displayed with the mode you have set the value too from the list below. The games Menu Screens are displayed in DirectDraw, regardless. There is also some evidence DD is used during the flight screen the display the HUD when using D3D mode.

    -1 for D3D SOFTWAREMODE (CPU Powered)
    0 for 3Dfx GLIDE API (Video Card Powered)
    1 for PRIMARY D3D CARD (Video Card Powered) (RIVA, etc.)
    2 for SECONDARY D3D CARD (Video Card Powered) (for add-on card) (Voodoo, Voodoo II etc)

    Apparently back in the late 1990's computers could have different brand video cards installed, with a Voodoo card plugged into your main video card, usually a D3D/OpenGL and a Glide Voodoo Card connected. The Voodoo connects with the main via a cable which comes with the Voodoo and then the monitor cable plugs into the Voodoo card, ie; Viper 770 (a Nvidia Riva TNT2) AGP or PCI as primary and Voodoo 2 3Dfx connected...This way your computer system could use D3D, OpenGL and Glide Modes. EAW only supports Glide and D3D.

    I'm not too familiar with the differences of values 1 and 2. For some reason on my modern system (year 2015) with one video card in a slot (and the onboard video is disabled in the bios and / or by the new video cards driver) the game will on occasion change this value from 1 to the value of 2 on it's own. This does not seem to cause any issues, D3D is still used properly as far as I can tell.

    The range of colors used to make the EAW aircraft skins are in a defined set called an Indexed Palette. EAW can be played under two different API's, one is D3D from Microsoft, and the other is Glide from 3DFX. Under D3D, you can add colors to the stock color palette, and D3D will display them properly. Under GLIDE 2.43 if you add colors to the stock 8bit palette, they will not display correctly. You will end up with very oddly colored aircraft.

  • PlaneDetail=2 - Low0, Medium1 and High2 - Determines at what distance the low-detail model of a plane switches to the high-detail model. For instance, with Plane Detail set to Low, the plane will not appear in high-detail until it is very close to the viewer. However, if Plane Detail is set to High, the plane will appear in high-detail even when far away from the viewer. The higher any of these DETAIL settings are the more demanding it will be for the computer. Its not a problem for high end machines , but back in the late 1990's this setting was helpful.
  • TerrainDetail=1 - Low0, Medium1 and High2 - Works the same way that Plane Detail does, but with the landscape.
  • CloudDetail=2 - Low0, Medium1 and High2 - Will set the number of cloud layers possible during the game.
  • EffectsDetail=2 - Low0, Medium1 and High2 - Determines the level of special effects seen in-game.
  • HorizonDistance=2 -  Veryclose0, Close1 and Far2. Adjust your distance visibility. Allows you to set the visibility level, moving the "horizon fog" either in or out. The higher the visibility, the farther you (and other pilots) can see. The Horizon Fog may not display on some video cards, ATI cards of the old days (early to mid 2000's) and Nvidia cards (of mid 2007 to recent 2016) will not display the fog in D3D. Glide mode displays it no matter what.
  • Shadow=1 - 0/1 Toggle - Lets you turn the game's shadows on and off (for planes and ground objects).
  • ExternalStores=1 - 0/1 Toggle - Allows you to turn the visual display of the plane's armaments on and off. Note: this doesn't make them unavailable in gameplay, just invisible until they're dropped or fired.
  • LensFlare=1 - 0/1 Toggle - Will toggle the lens glare off and on.
  • LightSourcing=1 - 0/1 Toggle - Shading on surfaces.
  • VirtualCockpit=1 - 0/1 Toggle - Don't allow or allow the 3D virtual cockpit to be used.
  • CockpitShake=1 - 0/1 Toggle - Allows you to toggle the shaking in the cockpit off and on. This is more noticeable in the 2D static cockpit.
  • 3dCityTargets=2 - Low0, Medium1 and High2 - Works the same as Plane Detail, but will also change the number of ground objects per mile/meter. This is the "Ground Object Detail" setting that you change within the games menus. This setting controls the distance where all, or at least most of, the non-mission target 3D objects appear. If this line is set to "0" (Low), then you won't have trees, city buildings or houses, period! A setting of "1" (Medium) causes both trees and buildings to appear, and a setting of "2" (High) causes the most of them to appear.

    Note Primary Targets:
    The 3D objects that have point values (like radar stations and towers, aircraft factories, etc.) are not effected by the "3dCityTargets=0" Low setting--they always appear anyway.
  • Gamma Value=128 - If the background or the color level is darker than you would prefer, try increasing the Gamma Correction to brighten the entire viewing area. Gamma Correction will allow you to set your 3D Card's Gamma Settings from within the game. {note: this feature will only function in Glide mode, and won't work with all 3Dfx cards; if you have a 3Dfx card and Gamma Correction isn't functioning, you'll have to adjust your Gamma settings from your Desktop}.
  • VirtualCockpitGauge=1 - 0/1 Toggle - Lets you to turn the gauges in the Virtual Cockpit off and on for performance reasons.
  • VirtualCockpitProp=1 - 0/1 Toggle - Determines the visibility of the plane's propellers from inside the cockpit.


  • GameName=PLAYER'S GAME - ?Multiplayer Host Game Name?
  • PlayerPilotName=PLAYER - Pilots Name used in campaign and multiplayer.
  • PlayerRank=0 - Current rank...
  • PlayIntro=1 - A value of 1 loads and plays the intro smack video. 0 disables it. Used to prevent the intro 8-bit Smacker video from loading and playing, for improved performance (faster loading) and compatibility.
  • PlayerPlane=5 -The game automatically recruits you for duty based on what plane you last selected in the Luftwaffe, Royal Air Force (RAF), or United States Army Air Force (USAAF) thus designates where over Europe the air combat will unfold. European Air War also selects your armaments and makes all other pre-flight decisions.
  • PlayerNation=2 - Luftwaffe 0, Royal Air Force (RAF) 1, or United States Army Air Force (USAAF) 2
  • LastCampaign=3 - ??
  • BirdSeed=5 - 0 to 5 - a value 1 (more) to 5 (less), to change the occurrence of birds in game, usually at the airfields. They tend to spawn from the players position, or behind the players position...

  • ExtraSquads=0 - This adds additional squadrons of planes to each mission, you need the v1.2 patch at least to use this function. This is an unsupported and at times unstable feature. This will produce a sky filled with aircraft,  with massive dogfights called "furballs", an EAW specialty feature, up to 256 aircraft seen at once. Play Speed (Frames-Per-Second) may be affected when large numbers of aircraft are in view. Changing your view or using a lower number of ExtraSquads will speed up the FPS.

    Chris Coon of MPS EAW Team said; (extra squads has) a very minor if noticeable impact, because EAW was originally optimized to work with 250+ aircraft. With the dynamic campaign and other factors in a mission, the actual numbers would usually be less (without extra squads setting), but it was always possible (to have over 250). The new option just ensures that maximum numbers will be created.
    The main framerate slowdown for most is smoking bombers (and tail gunners perhaps), with all the high-detailed high-polygon bombers and hundreds of puffs of smoke in a small area. With the "extra squads" option, bombers are then spaced out in waves about a kilometer or two in trail , instead of having the larger formations you find with a value of 0, so there really shouldn't be much difference in framerate overall.

    Normally at 0, there are 50 to 70 planes flying, if you want extra-large battles; more planes in the air for dogfights and bombing runs in most of the missions, then setting the value higher generally means that more planes will be in the air at once. If the game crashes more often all of a sudden then this is usually the cause, try lowering this value by one to see if it helps. Not everyone will have exactly the same performance results.

    In v1.2 of EAW:
    The value can range from 0 (normal amount), to 5.

    -A value of 1 is considered adequate. (Doubles the number of enemy)
    -A value of 2 creates two separate waves of double the number of enemy.
    -The best values to try are probably 2 or 3 for a maximum number of planes in the air but still relatively balanced on both sides; Tons more extra bombers, but also an increase in escorting fighters.
    -With a value of 3 it is not uncommon to see well over 100 planes in an engagement, it suppose to produce an even battle.
    -Values of 4 and 5 tend to create encounters with more friendly aircraft than enemy, so the enemy usually retreat sooner and you don't get attacked as often. A Value of 5 is considered extreme.
    If you want to experience some real desperation; set the value to 5, then try a single mission in the Battle of Britain and fly a Spitfire on a bomber intercept, complete with fighter escort. Max number of aircraft in the air at once is 256.

    Note Campaigns:
    The ExtraSquads instruction isn't officially supported however, because it could lead to a somewhat unbalanced dynamic campaign, especially toward the end of the war. But, it does tend to make encounters bigger and more intense. (Be advised: "ExtraSquads" is known to cause CTD´s much more often while playing in campaigns. During some tests it looks like at a certain point the career files don't know what to do with the additional squads... It also could be that the lot of bombs in combination with the lot of additional planes cause a memory overflow... To get past this try a max setting of 2 and/or set all graphic options in EAW configured to "low") You can also, at times get CTD whenever you try to use the [Alt N] skip function when there are many planes in the air.

    Note Support:
    With the additional friendly planes aloft, you can ask for assistance from ground control to have other squads loitering about to help you out. A setting of 2 will usually give you friendly air support very often upon request.

    Note Multiplay:
    ExtraSquads doesn't work online, it defaults to 0. However if you want extra enemies during online sessions all you have to do is fly more than one type of plane. Example: If you fly a Spitfire and your friend flys a Typhoon the game will put up two squads of enemies to meet you.


  • WingmanChar=42 - Next to the plane type in the targeting HUD, a * character will appear (e.g. *Bf-109) if that aircraft is your wingman. To change this character symbol replace the default number with the desired ASCII code.
  • LeaderChar=35 - Next to the plane type in the targeting HUD, a # character will appear (e.g. #Bf-109) if that aircraft is your squad leader. To change this character symbol replace the default number with the desired ASCII code.



  • SkillLevel=0 -

    This setting is the same as going in-game to 'Configure Game' then 'Difficulty' then 'Combat' then 'Enemy Skill Level' setting. This option provides a quick and easy way to modify the overall difficulty/AI level of your opponents, and can be viewed as a ‘general’ enemy skill level setting. You can choose between Green0(to face inexperienced pilots), Veteran1(pilots who have been in a few dogfights), and Ace2(the most experienced the enemy has to offer). Be forewarned that the enemy skill level Ace is designed to push even the most fanatic flight simulation veterans to the limits of their abilities.

    Pilot Skill Levels Explained Further:

    There are four places in European Air War that allow you to set the skill level of the pilot AI; one in Difficulty (“Enemy Skill Level”), two in the Single Mission Parameters (“Pilot Skill Level” for both friendly and enemy aircraft), and one in the Multi-Player Session Parameters (“Pilot Experience”). See
    SkillLevel in the [NetOption] section far below to see how these two last settings effect the game.

    Note Overall Difficulty Settings:
    Not only does 'Skill' levels settings effect the game and your final score, but the Difficulty Screen selected  from the Configuration menu, which show the three sub menus—Flight, Combat, and Display—let you adjust the level of realism and difficulty of each mission you fly. As you enable more realistic settings, the overall Difficulty Rating increases, thus increasing your score at the end of every mission (a reward for playing at a harder level).


  • FlightModel=1 - 0/1 - Toggles easy0 or realistic1. Depending on your abilities and what you want out of this game, you can decide whether to use a Realistic flight model—with all the difficulty of piloting a real aircraft—or an Easy one, which is more forgiving. Serious flyers use realistic. Those that use Easy will be able to reach maximum theoretical level speed regardless of altitude...

    This effects only the Players plane performance, not the A.I. planes. A.I. planes use what is called a 'simplified' FM. See my A.I. Getting To You Help Document for a better explanation.
  • Landing=1 - 0/1 - When On, its set to Realistic1, and is harder to achieve proper landings. If your don't want your undercarriage to collapse on hard landings select Simple landings with 0.
  • Stalls=1 - 0/1 Toggles - Turns Stalls/Spins off or on, This option, when enabled, makes it possible for your plane to stall (when your speed is below that needed to sustain lift) and in EAW that most likly results into a spin. Turn this option Off, and stalls and spins will not occur unless your plane has been damaged.

    Padlock disables when the plane stalls.
  • Torque=1 - 0/1 Toggles - Turns Single Radial Engine torque effects off or on. When On, plane pulls slightly to one side depending on the engine manufacture.

    With autopilot on, the torque effect is countered by the AP automatically.
  • Overheat=1 - 0/1 Toggles - Engine overheating off or on. With it on your engine with eventually over heat when the throttle has been in the high position for a long time.

    Even when equipped with complex cooling systems, engines generate a lot of heat, and the harder they have to work, the more heat they put out. It’s possible to damage an engine if you run it too hard for too long. In some planes, holding the throttle fully open for as few as ten seconds can lead to overheating, and overheating can quickly escalate into permanent engine damage—or complete failure.

    When Engine Overheat is disabled, you can run your craft all day without once approaching the danger point. If you opt for a more realistic scenario, beware a heavy hand on the throttle.

    WEP or 'War Emergency Power' ;
    Some will say that in the original stock game, WEP is modeled as 100% power on the throttle and your engine will overheat at that setting within 5 mins or so. You can turn it off by reducing the throttle a bit, perhaps back to 80 or 85%. Also if you manipulate the throttle during the course of your flight, by reducing it when you don't really need full throttle, such as in dives and a few other maneuvers, then you won't have overheating problems.
  • Blackout=1 - 0/1 Toggles - Turns Blackouts/Redouts off or on during high or low g-forces. This is the black or red screens you can get.
  • StructrualLimit=1 - 0/1 Toggles - With it set to On, the plane can buffet, stall/spin, break apart during maneuvers. With it set to Off, you avoid such troublesome issues and can push your plane beyond its
    physical limits.
  • Wind=1 - 0/1 Toggles - When turned On1, wind and Turbulence has an effect on your planes course and performance.
  • RealisticGunnery=1 - 0/1 Toggles - read below.

    When you are NOT using Realistic Gunnery0:

    1) If Realistic Gunnery is off, you’ll have a slightly easier time finding your mark as the hitbubble is larger. The target airplane is represented (in terms of it's "hitbox", actually called a "hitbubble") as a rough cube shape. The invisible "hitbubble" is the overall length of the airplane, the width (wingspan) and the height of the plane. Hits ANYWHERE in this "elongated cube" count toward the destruction of the enemy plane. Using this more blocky, less-than-precise hitbubble of enemy aircraft to determine hits can turn many near misses into scores.

    2) Various physical effects such as G-forces and loss of trajectory (due to velocity loss at longer ranges) are not modeled. Your shots go wherever your pipper is pointing. In other words, where the sight is, is where your bullets will hit.

    3) Lead is automatically calculated for you. So if you aim at an enemy plane when he is in a turn, you don't have to aim ahead of him. You just put your pipper on the target and your rounds hit the target.

    When you ARE using Realistic Gunnery1:

    1) With the option on, hits on enemy aircraft are determined using a slimmer and more realistic silhouette. The target airplane is composed of many different "hitbubbles", each one requiring a certain number of "hitpoints" to damage and/or destroy. Hitting and damaging one of these hitboxes has no effect on the others.

    2) The shots you fire are now properly effected by G-forces, loss of velocity (and thus trajectory) at longer ranges, and the effects of lead are now added---in short, your shots no longer go right where your pipper is pointing. If you fire while you are pulling G in a turn, expect your fire to curve away from where your airplane's nose is pointing.

    3) You must now calculate lead yourself! If you fire at an enemy airplane while he is turning, aiming right at him will not get you any hits, since by the time your bullets reach the spot where they would have hit him, he's already flown some distance away! You would have to aim ahead of him in order to hit the target.


  • LimitedAmmo=1 - 0/1 - A value of of 0 will give you unlimited ammo. You will never run out of bombs! Your plane will also not be able to jettison them if you run into enemy fighters either.......well, you CAN jettison them, but new ones pop right back! I think the same thing happens with external fuel tanks. (the lesson of this story: don't use Unlimited Ammo! or if you do, be a squadron commander where you can choose the ordnance loadout for your aircraft)

    Note Medals & Promotions:
    It should be noted that you won't be able to obtain any medals or promotions unless the "Unlimited Ammunition" feature from the Difficulty menu is turned off.
  • MidAirCollision=1 - 0/1 Toggles - With this is off one plane can pass through the other without any effect.
  • PlayerDamage=1 - 0/1 Toggles - Turns off or on Invulnerability; damaged to your plane from anything. This is always set to off in multiplayer games; Your plane will take all damages applied to it.

    Note Medals & Promotions:
    It should be noted that you won't be able to obtain any medals or promotions unless the "Invulnerability" feature from the Difficulty menu is turned off.
  • DisplayUnit=2 - 0/1/2 - This option controls what system of measurement is used by your commanding officers, your cockpit instruments, and your map. Default is what was used at the time in the war. 1 is for English system, 2 for Metric system.
  • DisplayHUD=1 - 0/1 Toggles - Off or On, You can use this to turn on the cockpit Head-Up Display, which is something no pilot during the real life war actually had. This projects useful information in front of you. (Off setting 0, Prevents you from enabling padlocking/icon use.)
  • IndicatedAirSpeed=0 - Select the way you want the Airspeed Indicator in your cockpit to work. IAS(Indicated Air Speed) measures your velocity relative to the air around you; this is the type of indicator used in WWII-era planes. TAS (True Air Speed) measures your actual rate of movement relative to the ground below you; this is more reliable for navigation, but less historically accurate.
  • PressureAltitude=0 - There are two types of altimeter. The different between "0" and "1" is that zero sets the altitude display related to sea level, while a one displays altitude related to the ground surface. So while fighting in hills in low level it can be helpful to know exact the altitude above the ground. The type used during the WWII-era gives readings based on ambient air pressure; this is ASL(Above Sea Level). Modern radar altimeters read altitude AGL(Above Ground Level). During the war, planes did not use radar altimeters, and the description of the altimeter in this manual reflects that. Realistic setting is a ASL.




A few of the MPS EAW Team testers had expressed difficulty in reading the HUD (Heads Up Display) against certain backgrounds. Though there's nothing in-game to modify these colors, the MPS EAW Team put in an option for you to do so in the "eaw.ini" file, located in your European Air War directory. A full range of color-changing possibilities is offered, allowing you to alter the Red, Green and Blue values for each color of the HUD (10 in total; 1 for "friendly," 1 for "enemy," and 8 for Multi-Player pilots). To adjust these colors, follow the steps below;

1. In your European Air War directory, open the file called "eaw.ini" with Windows Notepad.

2. Scroll down until you find the section that starts with "HudColor", under "[Display]". See below example of the "friendly" HUD color's settings:




3. Each color is broken into three lines, one for each of the RGB values. You may alter these values by changing the numbers to any number from 0 to 255. For example, if you changed the above values to R=0, G=0, B=255, then the color known as "Green" would appear as solid Blue once in-game. If you choose to change your HUD colors, you might want to play with these numbers until you find the color that's right for you. We suggest making a backup copy of the eaw.ini file before doing so however, so that you're able to return to the pre-set colors if the new ones aren't to your liking.

4. After modifying the RGB values, save the file.

5. Run the game and take a look at your new HUD colors.

{note: If you didn't feel like making a backup of eaw.ini and then later decide that you aren't happy with the new colors you'd selected, another method of reverting to the original eaw.ini file is to simply delete it, and the next time you start the game, a fresh new eaw.ini will be created. [Note that this will erase all of your personalized configuration settings.]}

Note: When changing these particular settings, I recommend the separate tool called 'EAW Control 2000' to change the HUD colors. It has a built-in section that shows you what colors you have changed by displaying your new colors with actual examples shown. This will save you time from going into the game and back to the eaw.ini, back and forth.


When you play online in a multiplayer game, all these colors are used. What each one means is pretty simple. Let's take the first three entries from above:


These three listings are for the red HUD color. They mean that the red color you see in the game has 250 parts red (HudColor_Red_R=250), 0 parts green (HudColor_Red_G=0), and 0 parts blue. To change it, you can modify these numbers to anything you want. You'll notice many colors listed in the .ini file. All of these colors can be used in online multiplayer matches. You could simply replace the default red with one of these other colors by substituting their values for the default red ones (Example: you could turn the red into violet or white). Or you could experiment with different shades of red.

Make IDing Planes Harder, Friend or Foe:
If you want to use range indicators but do not want to know whether your target is an enemy or a friendly, you can change the HUD color to be the same for both enemy and friendly aircraft. (change the green for friendly aircraft, or the red for enemy). All you really have to do though, is swap one for the other, so that both are green or red (or whatever you choose). Then only use "target closest to center" and you'll have range info WITHOUT knowing whose airplane that is!

  • DisplayInfoSetting=255 - Configures your HUD, 255 is all information and icons. 251 is optional and one possibility...



See my Sound Help Guide Document for further details on Sound and some of the settings.

  • SoundQuality=1 - 0/1 - 8bit or 16bit. Note: 16bit uses more memory but sounds better. 8bit is used normally to improve performance issues, such as slow loading of large sounds or playback performance.
  • SoundChannel=16 - The number of sounds allowed to play at once before other sounds get turned off. 16 is max. Lower values are used to improve performance.
  • SoundDist=2 - Very Close 0, Close 1 and Far 2. Lower values are used to improve performance.
  • SoundVolume=36863 - Overall sound volume, maximum setting value is 65535?...
  • EngineVolume=36863 - Adjusts all engine sounds at once, yours, enemy and friendly. Bear in mind that the engine sound effects can clue you in to the health of your plane—your engine may begin to labor before it actually fails. You can only react in time if you hear the change in pitch. You probably don’t want to turn these sound effects completely off.
  • ExternalVolume=36863 - Adjusts the enemies gun sounds and explosions.
  • MusicVolume=36863 -
  • SpeechVolume=36863 -
  • ReverseStereo=0 - 0/1 - Flips the left and right speaker output. If for instance your computer speakers are setup wrong.
  • Subtitles=1 - 0/1 - Allows you to turn the subtitles on or off. The officer presenting your briefings speaks in the language of his homeland, as do all pilots on your radio. Thus, for example, if you are flying a German plane, but you do not understand German, you would turn this option on to have your briefing information and communications subtitled in your native language.




See my Joystick and Remappable Help Document for details about setting up your controls.

  • Force Feedback=1 - 0/1/2 - Three Force Feedback options listed; "Disabled," "Arcade," and "Realistic."
    Different types of Force Feedback responses; "Realistic" places an emphasis on the forces of flying (such as engine stalls and G-force effects); "Arcade" on the other hand, will exaggerate 'action' forces (such as firing your guns and taking damage).
  • Force Feedback Gain=7500 - Which sets the overall strength of Force Feedback responses from Low to High.
  • Flight Sensitivity=1.000000 - How sensitive your controls are to the Flight Model (the physics of the plane). I think manually the maximum value for FM sensitivity is 1.5. That should mean that .75 is actually only halfway and 1.0 is two thirds of full sensitivity...
  • Camera Sensitivity=5.000000 -
  • Swap Mouse X=0 - 0/1 Toggles
  • Swap Mouse Y=0 - 0/1 Toggles
  • Windows Joystick=1 - 0/1 If your Joystick is acting strangely; switching the value to a 1 should help. A value of 1 switches input from EAW's self made routines to native Windows API self routines.
  • JoystickDeadZone=4 - Changing this value will affect your plane's behavior. This simply means how much you have to move the stick in order for a control input to take effect. If the plane moves when you release your stick, increasing this number will help to remove some of that noise. A value 3 or 5 will cut some of that engine torque. V1.2 defaults to 10. A DeadZone of 0 means that the slightest movement registers. A DeadZone of 20 (the maximum) means that you will have to move the stick REAL FAR to produce any control response.



  • CampaignDifficulty=1 - 0 Easy, 1 Average, 2 Hard ; Select the overall level of challenge you want to deal with; among other things, this affects the flight and combat skill of the other pilots.
  • CampaignLength=0 - 0 Normal, 1 Long ; Choose how long a hitch you intend to sign up for—Normal or extra Long.
  • CampaignLimitAicraft=0 - 0 No, 1 Yes ; (Limit Aircraft) If you turn this on, you can lose a career not only by being killed, but by losing too many aircraft in the course of the campaign.
  • CampaignLimitSupply=0 - 0 No, 1 Yes ; When enabled, this provides the added realism of limited access to vital equipment; the availability of drop tanks, rockets, and other supplies might be curtailed by the vagaries of war.


  • Video Playback=0 - 0/1 - Toggles off and on in game video reels loading and playback. It helps to turn this off if the game crashes when in career mode, at the end of a mission...


  • Year=1 - Select the year of battle. The date influences which aircraft models are in the mission; only those in production in the year you choose are available for you and your opponents to fly.
    0 = 1940
    1 = 1943
    2 = 1944
    3 = 1945
  • SkillLevel=2 -  read below.

    Adjusts the average skill level of the computer pilots, both friend and foe. (Sorry—there’s no comparable feature to enhance your own level of play.) Choosing between Green0, Seasoned1, and Expert2. Modifying the specific “Pilot Skill Level” and “Pilot Experience” in the Single Mission Parameters and Multi-Player Session Parameters will set the pilot AI within the given range or average of the overall setting you set in Difficulty>Enemy Skill Level setting. So there no a guarantee that you won’t encounter airmen of different experience levels. For an example: If you check Seasoned, you might still run into the occasional greenhorn or ace.

    In Single Missions, you are allowed to set the AI for friendly and enemy pilots separately. In the interest of fairness (since chances are you’ll be playing against other human pilots), the Multi-Player AI setting is the same across the board, as your friendly planes will likely be the enemies of your opponent.

  • MissionType=5 - The host chooses one of the usual mission types for this operation. All forces on the same side as the host fly this mission; the enemies’ objective is to prevent their success. For example, if the host selects an escort mission, the opponents find themselves flying an intercept. The exception is a Total Mayhem mission, in which it’s every pilot for himself, with no allegiance and no objective but to survive and destroy.

    There are five basic mission types from which to choose. As each kind requires aircraft specially tailored for its different goals, your choice of mission will limit the models of plane available. Possible assignments include:
    Fighter Sweep 1 - A fighter sweep is a flight designed to clear the skies and ground of enemy aircraft, often in preparation for a following strike force. Fighter planes fly ahead and soften an area’s defenses, clearing the way for bombers or—less frequently—a second wave of fighters. The more damage a sweep can inflict on its target, the greater the chance for a successful follow-up strike.
    Bomb Target 2 - This is a strike meant to damage and destroy enemy ground units and structures. Oil plants, armament factories, sub pens, radar towers, warehouses, bridges, hangars, and barracks all make good marks. A strike often follows on the heels of a sweep, hoping to catch fighters refueling from the earlier contest. Ideally, you want to pounce before the enemy has had time to repair any defensive installations or grounded aircraft that suffered damage in the previous raid.
    Interdiction 3 - Less structured than other types of operations, these “search and destroy” flights generally patrol a particular area, attacking any targets of opportunity encountered. These might include enemy planes, air control towers, hangars, anti-aircraft guns, trains, and convoys of ships or trucks.
    Escort 4 - Escorts protect other aircraft, most often ungainly bombers, from enemy planes as they fly toward and over a target area. Frequently, escorts pass in the wake of a fighter sweep, which attempts to poke holes in the air defense system around the mark. Escorts hover near their more vulnerable compatriots, straying only as far as needed to protect against enemy threats. The survival of escort planes is incidental; their primary concern is to give the convoy safe passage to the target.
    Intercept 5 - Intercepts are defensive flights dispatched to head off enemy aircraft. You must try by whatever means necessary to disrupt and disband attacking formations before they can inflict any damage.

  • BattleSize=0 -  The host selects the number of planes in the game. Settings include Small 0, Medium 1, and Large 2. This selection is independent of the number of players in the game; any planes without a player pilot are controlled by the computer. The number of player pilots can never exceed eight.
  • TimeOfDay=1 - The host stipulates the time of your take-off. Options include anything from dawn all the way through nightfall, thus determining whether the sun or darkness will be a factor in the battle.
    Dawn 0,
    Day 1,
    Dusk 2,
    Night 3,
    Adjust the time of your take-off. Note that as your mission progresses, the light shifts to reflect the time of day (or night). Depending on the hour of take-off and the length of your flight, the sun may rise or set while you’re aloft. For an example: If you set a dawn mission, and set the target far away. You will then start on the runway in the very early morning and if you skip time (alt+n), you will get to the battle while it is still pitch black.

    Not only is vision affected by darkness, but apparently the targeting range gets shorter too. You may receive orders from Ground Control that target is 10km ahead, but you will be unable to see it. Trying to target lock at night will fail at that distance, perhaps at 1500m targeting will reacquire.
  • Autorespawn= This is a setting that's in the exe but is not written to the ini file, its unknown what it does. It maybe related to Mayhem games and probably was meant to disable the AutoRespawn...only a value of 1 seems to work, 0 does not.
  • WarpSpeed= This is a setting that's in the exe but is not written to the ini file, its unknown what it does.
  • NoAI=0 - 0/1 Toggle - It is possible to remove1 AI pilots (thus planes) from human squadrons in coop sessions. Note, however, that without AI planes you will not be able to re-spawn in other plans in your flight regardless of the AllowRespawn setting (listed below).

    A value of 1 will remove any computer pilots from flights that have human pilots in them, so if two spit9 and two 190a8 are selected by four pilots they will be placed in pairs (often with drop tank, host doesn't decide this) about 10 km apart. If however the four players choose two spit9's, one 109G6 and a Fw190A8, they will noticed that the two Germans are no longer placed in pair, as they are not in the same flight.
    Furthermore they will see that besides the two human spit pilots there will be a full flight of computer controlled aircrafts (type depending on year set by host) against them also.
    The reason for this is that EAW always seek to match up the number of flights evenly, so when the Germans pick two flights (190 and 109) the allied must get two flight too, but as there is no humans in the extra flight, it is not "deleted" by the NoAI. This is the reason some people often request you to select the same type of plane as your wingmen. They don't want AI pilots in the game.

    It can sometimes be nice to have computer planes with you though (and control them like in offline) and the NoAI line can then be set to 0.


  • StartOnGround=0 - (for version 1.2 and above) "0" = airstart, "1" = groundstart. to have everybody in a multiplayer coop session start on the ground. This is only needed if you are looking for some really hard core gaming, with 20 minutes of real time flight (no time compression in multiplay), before even getting a glimpse at the enemy. Mostly needed for squads looking for realistic matches with other squads. (Caution: This is not fully tested, and may cause strange results! Also, with no time acceleration or ALT-N you will have to fly the mission in real time. EAW will try to pick the closest bases to the target, though).

    While sitting on the ground, all of the enemy plane icons will show up on the map, but once you lift off they will disappear and you will have to rely on ground control or your own reckoning to find them.

    The mission type will be what the host selects in the multiplayer screen for his side; the opposite side will have the corresponding opposite mission. And as usual, players who select the same plane type will be put in the same squadron at the same home base.

    The destination target area will be what the host most recently chose in the Single Mission Setup. Thus, to select a specific target city as the host, prior to starting the multiplayer session go into Single Mission, pick the same year, plane type and mission type you'd like for multiplayer, pick a target city, then exit out and start the multiplayer session.

    In a multiplayer game you should make sure all participants know they will be starting at home base instead of in the air, since they will not see this setting in the options screen.
  • AllowRespawn=0 - 0/1 Toggle - Add this if you are the host of a multiplayer coop session and want to prevent players from jumping into a new plane after their plane is destroyed, they bail out, or they are killed.

    0 prohibits human players from jumping into a new plane in their flight after they have died or landed.

    A value of 1 will allow jumping into other planes but only if there are AI planes to jump in to first. Make sure the NoAI line (listed above) is not turned off , otherwise that will make this line unneeded as all AI planes from human flights are removed.

    Make sure all participants know the current setting in a multiplayer game since this option doesn't appear in the session details screen when everyone first connects, though, so make sure everybody understands before you launch that they only get one plane and one life (but they can still stay and watch the action if they get shot down).


Update Rates
As far as I understand, the update rate is like a refresh rate, the frequency with which the game is checking the status of the aircraft and making decisions based on the flying model and the pilot skill etc... ...see my A.I. Getting To You Help Document if your interested in possible better A.I. behavior based on changing these rates.

To perhaps improve Multiplayer by editing the following Rate settings, it's recommended that you try making these edits one at a time, save the .ini file and then test it in a multiplayer game. If it works well, go ahead with the other edits one at a time. The lower the number, the faster the update rate. See my Multiplayer Help Document for more information on Sync Rates and Connection Settings.

  • AI_PlaneUpdateRate=350   - try setting it between 170-230
  • PlayerPlaneUpdateRate=35   - try setting it between 16-30
  • ClockSyncRate=140  - try setting it between 90-100

More Connection Settings
The following settings are used in v1.2 and exe's based on it such as v1.26e and the FXEXE. (not used in v1.28 or later as they use a different multiplayer code, ?I think?, please inform me.) Designed for advanced users that are used to hosting multiplayer internet sessions. No adjustments should be needed in most cases, especially for a LAN or cable modem connection, but you can change these values anyway to optimize performance, by adding them to this section. Ideally, you should have a connection speed of about 10K baud for each player in a coop game, or less for Total Mayhem. This is a very rough value, though, dependent on the number of planes in the air, as well as factors like how close everyone is to everyone else.

  • SendTimeout=50 - Maximum length of time (in milliseconds) that EAW should expect to wait for the modem to accept the next packet. If it takes any longer, it assumes the send buffer is overflowed and begins scaling things back. If this value is too low, it may scale back too much and players will get more warping. If the value is too large, the host may not correct for buffer overflows and could get long pauses in the framerate.

  • OverflowWait=70 -Length of time (in 70ths of a second) that the host will stop sending packets when an overflow occurs, to let the send buffer clear. This value can be lower (or zero) if buffer overflows are just occasional, but if your system always gets long pauses, this value should be around 50-100. If the value is too large, packets will not be sent as efficiently as possible, and players may see more warping.

  • SendIncrease=5 -Length of time (70ths of a second) to increase the time interval for plane updates if the send buffer overflows. If this value is too low, EAW won't adjust its send rate in response to bandwidth problems very much, and if it's too high it may overreact to a single situation (such as when 80 planes suddenly merge) and cut back too much, causing more warping for other players.

  • ExtraPacketDiscard=10 -When information changes for an aircraft, but it is almost time for the regular scheduled update, EAW may discard the change and just wait for the regular send to save an extra packet. This value is a multiplier for how close in time to the regular update to wait and just combine the two. It is multiplied by the overflow adjustment intervals that have been made so far, so if you have good bandwidth (zero overflow), it will always send these extra packets which reduces player warping. If you have poor bandwidth it will send fewer if any of these extra packets, proportional to how bad the connection is. Lower this to reduce warping on players' machines (but possibly hurt your framerate), or raise it to improve your framerate (but possibly increase warping on players' machines).

Remove these from the INI to restore them to the default values.



  • Debug Flags=0 - A value of 1 turns it on so ???
  • Debug Path=.\ - Some No-CD exe's need this set this way.

    See my HexEdited Patches Help Document for proper instructions for the NoCD options.

    Also See my Manually Install Help Document for directions on how to have 'Multiple Copies of the Game', with one Large Full installation, and the rest are smaller , that refer back to the larger Full install.


[Remappable Keys]

See my Joystick and Remappable Help Document for details about setting up your controls.
  • FLIGHT CONTROL=Joystick - The primary control device. Preferably set to Joystick, if you have one connected and working corretly.
  • CAMERA CONTROL=Mouse - The mouse control for the external camera. Preferably the Mouse, but can be set for other devices...
  • RUDDER CONTROL=Rudder - The control device. If your Joystick has a Twist-Handle it will use that.
    Foot pedals are optional hardware for controlling the rudder of the plane. If you do not have rudder pedals, don’t worry; European Air War also allows you to control the rudder from the keyboard, joystick, or mouse. Using rudder control, several useful maneuvers are available to you that are not possible using the stick alone.
    (The rudder in stock EAW is a little odd, and not particularly realistic. You can't do anything resembling a true "slip" or skid as the Physics and Flight Model make the planes stable in this regard.)
  • THROTTLE CONTROL=Throttle - The control device. If your Joystick has a Throttle slider built in, it will use that.

  • FRONT VIEW=F1 - Cockpit Views
  • INSTRUMENT VIEW=CTRL F1 - Lap View; Lower your eyes as low as possible to view the instrument panel.
  • INSTRUMENT LABEL=ALT F1 - Cockpit Gauge Details: This feature will toggle the names on and off of each of your functioning cockpit gauges and dials in the regular 'static' 2D cockpit view/F1 view. (note: this only works in 640 x 480 resolution since the F1/fixed view cockpit is hard-coded to appear only in 640 x 480; EAW will only display the F8/virtual cockpit in higher resolutions). These red label across your flight instruments may appear slightly jumbled in some cockpits due to the historically accurate placement of the gauges.

    These labels can be useful when first flying an airplane. Try this and take a screenshot of your instrument panel with the labels on. You can then either print it or use it to draw your own "map" of the instrument panel. This way you will have a reference about what each instrument is until you memorize your panel.

  • SNAPVIEW FRONT=NUMPAD8 - Snap Views allow you to quickly scan a field of vision using the numeric keypad. The key layout is designed in a very easy to use, logical order. In EAWv1.2 there is no possibility to look around canopy frames and plating, however you still can see the icons through the cockpit.
  • SNAPVIEW UP=NUMPAD5 - Looks up. Note: You can use the Numpad 5 key in combination with the other snap views to get a high view. For example, 5+3 looks up and over your right shoulder.
  • SNAPVIEW REAR=NUMPAD2 - To see backward and upward with the default 640 × 480 resolution, you can see by pressing NUMPAD5 and NUMPAD2 (5 and 2 on the numeric keypad) at the same time. At a resolution of 800 x 600 or more, the virtual cockpit mode only is used by the game, therefore you can not see this direction.

  • VIRTUAL COCKPIT VIEW=F8 - Activate the Virtual Cockpit mode. The game’s Virtual Cockpit view is the next closest thing to being in an actual cockpit. You can swivel your head and crane your neck just as a fighter pilot does, with none of the limitations (or frustrations) of static views. At first it’s easy to get disoriented in Virtual Cockpit mode, but with practice, you’ll find it extremely natural and useful in combat. All the cockpit dials remain functional, and you still control the craft, but the camera control now moves your "head."
  • PADLOCK CURRENT TARGET=MULTIPLY - An added advantage of the virtual cockpit view is its padlock feature, which allows you to simulate the way a pilot keeps a single enemy aircraft in view at all times. Activate the padlock mode by pressing Numpad*(the asterisk on the numeric keypad). You can also turn it off (unlock) with this key, its a toggle. Your view immediately shifts to your current target and stays on him. Once you’ve locked onto a particular craft, it’s easier to maneuver until you face him, and then go for the jugular. Beware, though, the deadly threat of target fixation. That’s when you concentrate on a single plane, completely forgetting about all the others training their sights on you. To exit padlock view, press any of the other view F-keys.
  • PADLOCK CLOSEST TO CENTER=DIVIDE - Use the Numpad / (slash) key to padlock the plane nearest the center of your view. Note that this is not necessarily the closest enemy, but it’s the one you have the best shot at that moment. Note that you can activate the padlock feature even if you are not in the Virtual Cockpit. You are switched into Virtual Cockpit mode, then the padlock goes into effect. Locking seems effective up to 8 miles (40,000ft).
  • COCKPIT ON/OFF=DECIMAL - Toggles the cockpit panels completely off or on.  When off only the gun sight is visible. Realistically inaccurate, as it allows sight of areas you wouldn't really have.
  • CHASE VIEW=SHIFT F8 - This view has the camera fly along with your plane and keep it in focus. You can inspect your craft from any angle, check for damage, or just admire the sleek beauty of your plane
  • FLY-BY VIEW=CTRL F8 - With this view, the camera positions itself ahead of your plane, then stays still and follows as you go by. It’s a nice view, but it’s not often useful.
  • TRACK VIEW - NEXT PLANE=F9 - Track mode functions much like the Chase view, except that it follows planes other than yours, and it sticks closer to the plane. This command changes the focus of the camera to the next plane. If the camera is not yet in Track mode, this command puts it in that mode. Continuing after Bailout, Landing or Ditching: If you are still alive in a regular mission, you will be asked if you wish to exit. If you choose No, you can use the various external view keys (like F9 or F12) to jump around and watch the other aircraft in action as the mission continues without you. When you are finished, press Esc to exit as usual. Note: When you change the game to a higher screen resolution the external view of your plane is more distant. If you like a closer view you can mouse-zoom in, but when you change views, then come back to the chase view, your plane is back to distant view again.
  • TRACK VIEW - PREVIOUS PLANE=SHIFT F9 - Change the focus of a camera in Track mode to the previous plane. If the camera is not yet in Track mode, this command puts it in that mode.
  • TARGET VIEW=F10 - When you have a plane targeted, you can get a close-up view of that plane using Target mode.
  • PLAYER-TO-TARGET VIEW=SHIFT F10 - This Target mode view positions the camera so that your plane is in the foreground and your target’s in the background. The camera moves to maintain this relationship, which can be handy when you’re trying to get in position to fire. If the camera is not yet in Target mode, this command puts it in that mode.
  • TARGET-TO-PLAYER VIEW=CTRL F10 -  This Target mode view is just like Player to Target, except that your target is in the foreground and you’re in the background. If the camera is not yet in Target mode, this command puts it in that mode.
  • BOMB VIEW=F11 - Any time when one of your bombs has been released but hasn’t yet hit the ground, you can switch to a camera mounted on the bomb.
  • PLAYER-TO-BOMB VIEW=SHIFT F11 -  Any time one of your bombs is in flight, you can watch it from a camera under your plane.
  • BOMB-TO-PLAYER VIEW=CTRL F11 -  Any time one of your bombs is en route, you can look back at your craft from a camera mounted on the bomb.
  • FREE CAMERA VIEW=CTRL F12 - This camera will allow you to hop out of your plane and free-roam around the gameworld with a bird’s-eye view of the action. Hanging out in the pilot’s seat is fun, but sometimes you want (or need) a different perspective on the world. Dust off the external camera to get a fresh view of a dogfight, or search in the distance for signs of the enemy. If you plan to stray far, consider enabling the autopilot—or pause the action altogether [ALT P]. This frees your hands and your concentration while you set up any unusual camera angle. Leaving an external camera view is as simple as selecting another camera viewpoint or any of the static views.

    The default mouse camera controls are
    LMB+[Fwd] Zoom in or move forward
    LMB+[Back] Zoom out or move backward
    [Left] Track left (clockwise) around the plane
    [Right] Track right (counterclockwise) around the plane
    [Fwd] Track up—over around the plane
    [Back] Track down—under around the plane
    RMB Reset to original placement

    When you’re operating the external camera with the keyboard:
    H Track left (clockwise) around the plane
    J Track right (counterclockwise) around the plane
    U Track up—over around the plane
    N Track down—under around the plane

  • ZOOM BUTTON=Mouse_Btn_1 - Hold this mouse button down and move the mouse forward or backward to zoom or un-zoom.
  • ZOOM IN=ADD - Used primarily to zoom the pilots gunsight, in. However can be used in other views.
  • ZOOM OUT=SUBTRACT - Used primarily to zoom the pilots gunsight, out. However can be used in other views.

  • CAMERA RESET=Mouse_Btn_2 -


This is the method for engines on or off found in stock v1.2 of the game.



  • THROTTLE 10%=1
  • THROTTLE 20%=2
  • THROTTLE 30%=3
  • THROTTLE 40%=4
  • THROTTLE 50%=5
  • THROTTLE 60%=6
  • THROTTLE 70%=7
  • THROTTLE 80%=8
  • THROTTLE 90%=9

Independent engine throttle controls.


  • FLAPS UP=SHIFT F - See next paragraph below
  • FLAPS DOWN=F - The P-51 and P-38 are now equipped with combat flaps (introduced in v1.2) that you can deploy at speeds up to 350-425mph, using the same key as the regular flaps [F] key, pressing the F key again will lower the Flaps even more. For all other aircraft, make sure you retract your flaps above 250mph, or they may be damaged.
  • WHEEL BRAKES ON/OFF=B - Standard Brake. 
  • LANDING GEARS UP/DOWN=G - Realistic Ditching (Gear-up landing): You can now more easily survive a gear-up landing. You will still take damage as you slide on the ground, though, so try to be as slow and level as possible when you hit.
  • COCKPIT LAMP ON/OFF=L - Night missions were perilous affairs prior to the advent of radar. Nonetheless, wartime strategy requires from time to time that an operation begin before dawn or near dusk, and so your plane comes equipped with a small light to illuminate the cockpit dials. (In the dark, your instrument panel can be hard to read.) Since a bright white light could significantly reduce your night vision, the bulb produces a soft red glow. To turn it on or off, press L. The light works only after dark.

This is the EAWv1.2 Gun Button configuration

  • FIRE SELECTED GUNS=Joystick_Btn_1


  • DISPLAY SELECTED GUNS=CTRL S -  Review your current selections of guns.
  • FIRE SELECTED WEAPONS=Joystick_Btn_2 - This will fire/release Rockets or Bombs.
  • RELEASE DROP TANKS=SHIFT D - Drops the extra fuel your plane carries for long range flights. Use just before combat engagement.
  • TARGET NEXT ENEMY=T - Moves the targeting marker to the next enemy plane. Using this, you can cycle through all of the enemies in sight.
  • TARGET PREVIOUS ENEMY=SHIFT T - Moves the targeting marker to the previous enemy plane.
  • TARGET CLOSEST ENEMY=CTRL T - Puts the target marker on the enemy plane nearest you, and labels that marker with the name of the plane and its distance from you.
  • TARGET NEXT FRIENDLY=Y - Moves the targeting marker to the next friendly plane. Using this, you can cycle through all of the friendlies in the mission.
  • TARGET PREVIOUS FRIENDLY=SHIFT Y - Moves the targeting marker to the previous friendly plane.
  • TARGET CLOSEST FRIENDLY=CTRL Y - Puts the target marker on the friendly plane nearest you. Why would you want to target friendly planes? Hopefully, just to find out who’s who and how far away they are.
  • TARGET BEST GROUND=CTRL E - Target Primary Ground Object: On Bombing and Interdiction missions, Ctrl-E may be used to highlight your primary ground target, regardless of its distance. In the case of multiple targets on a Bombing or Interdiction mission, the closest primary target will be chosen.
  • DESELECT TARGET=BACK - Clear; Removes the targeting marker.

    Backspace (BACK) unlocks the padlock because you de-selected your target. Unlocking your padlock keeps your target, but switches you to default front view. This can be quite useful in combat, making it seem like you are twisting your head from looking at your target, to seeing where you are going.

  • FLIGHT INFO DISPLAY ON/OFF=ALT F - Toggles your HUD (bottom left, in green) Default is ON.
  • TARGET INFO DISPLAY ON/OFF=ALT T - Toggles the target HUD (bottom right, in red) Default is ON.
  • TARGET DIRECTOR DISPLAY ON/OFF=ALT D - Toggles the display of a X Marker around the edge of the screen which shows you the direction of the bandit when he is not in your direct view (ie when you are in cockpit view, it only pops up when he's off screen). Default ON. The enemy has to be in range for the marker to display.
  • TARGET BOX DISPLAY ON/OFF=ALT O - Toggles the display of a square box on the target. Its best left off if you have the other displays turned on as it gets a bit crowded making it difficult to see the actual targeted plane. Default is ON. The enemy has to be in range for the marker to display.
  • TARGET ID DISPLAY ON/OFF=ALT I - Toggles the display of target name or plane type. You'll need to get a bandit in view to see name and plane type. Default is ON. The enemy has to be in range for the marker to display.
  • TARGET RANGE DISPLAY ON/OFF=ALT R - Toggles the display of target range. You'll need to get a bandit in view to see range. Default is ON. The enemy has to be in range for the marker to display.
  • RADIO MODE=TAB - Cockpit Radio; To initiate radio communication, use the TAB. A menu appears, listing the people you can contact by radio—your squadron and Ground Control are on the same frequency; if there are other squadrons involved in your mission, they’re on another frequency, and you cannot communicate with them.

    Press the key that corresponds to the intended receiver of your message. When you’re prompted, choose what type of communication you wish to send. If you don’t see the exact command you’re looking for, try the three menus— Tactical, Formation, and Navigation. Finally, choose the statement you want to pass along. If you have opted to issue a command, you must select not only an action, but also the specific target. Pressing ESC any time cancels your message. See my AI Getting To You Help Document for more info with Wingman Response and Communications.
  • CHAT MODE=GRAVE - Multiplayer chat. Press the grave key ~ (immediately under ESC) twice to chat to all players or, in a sweep, hit grave and 1 to send your messages to wingmen only. Once you have typed the message, hit the enter key to send it. Watch you don't hit the ESC key by mistake: that pauses the game for all players.

    Note that game commands from the keyboard are deactivated while you are sending a message so you can type without dropping flaps or shooting rockets around. If you find the keyboard commands not responding you may be stuck in message mode. Just hit the enter key or grave key to get out.
  • PILOT MAP=ALT M - Conveniently stashed in the cockpit is your very own map of Europe. When you press ALT M, the map appears; it’s a good idea to give the autopilot control of the plane before you open the map. This allows you to take a good, long gander. Consult the map to review your intended flight path; icons plot the progress of all friendly aircraft. Press any of the view keys to exit the map. You return to the cockpit in the standard forward-facing view (or whatever view you selected). Your plane is moving at normal speed.

    Map Distances
    Please keep in mind that though they are flat, the Pilot and Briefing Maps in EAW are based on a curved section of the Earth, and distances aren't easily measured by eye. Before taking off, you might want to double check the distance to the target in the Briefing section of the Armaments board.
  • AUTOPILOT ON/OFF=A - All of the planes come equipped with an autopilot that can take over control of your craft in flight. (Historical purists should know that few of the aircraft you can pilot in European Air War actually had an autopilot installed, and none had one as sophisticated as this. It has been included strictly to ease game play in certain situations.) Upon encountering enemy aircraft, the autopilot notifies you of their presence and disengages itself, leaving you once again at the helm. Autopilot can also assume command during take-off to ensure that you get safely aloft. Of course, under no circumstances can autopilot save you when your craft has been damaged beyond control—you must bail out.

    Auto Piloting Home
    To Autopilot your aircraft back to Home Base; Once you're ready to return home, change your waypoint ([P] by default) back to your Home Base, then enable the Autopilot. If you fail to do this, your Squadron Commander has the ability to call you back into formation, and your Autopilot will listen.
  • WING LEVELER ON/OFF=SHIFT A - This function is new to v1.1 [SHIFT A] will toggle the wing leveler, which will hold your current altitude, speed and heading. Note that if you are not in stable flight (e.g. too slow to hold your altitude), the wing leveler may adjust the speed or altitude slightly to try to achieve stability. You may use this command in both single and multiplayer mode. The flight modeling of the "wingleveler" operational characteristics seems to work best when your aircraft is in cruising parameters; Drop your RPM down to say 3000/3500, let the airspeed drop and level off to the cruising speed and then engage the "wingleveler". This will help prevent the throttle from changing constantly. You can also try to set it on just below cruising speed. If you try to set it at above a slow cruise it will try to bring you up to top speed and cook the engine.
  • NEXT WAYPOINT=P - Changes waypoint location.
  • ACCELERATE TIME=PAGE_UP - Increases your rate of speed (for greater acceleration, repeat) Time acceleration feature allows you to stay in the cockpit and use any of the external camera views while you move several times faster than normal.  For anything faster than four times normal, you’ll probably want to engage the autopilot. At great speeds, even slight movement of the joystick can cause you to swing wildly out of control, with events happening so quickly that you may not have the chance to recover. Accelerated time even close to the enemy is possible now.
  • NORMAL TIME=PAGE_DOWN - Sets Time back to normal with one push of this key.
  • SKIP TO NEXT ENCOUNTER=ALT N - Hitting [Alt N] will jump you to your next encounter or waypoint, rather than forcing you fly in formation for lengthy periods of time. This can save a lot of time. In real life, it just takes too long to fly missions all the way from your home airfield and back again - especially if you are escorting bombers deep into German occupied territory. Note that you won't get quite as high an altitude as you can by flying all the way to the battle in real time, and so aren't always in quite such a good position at the start of the fight. Note: you will not be allowed to use this feature when you've reached a mission objective, when the enemy is near, or when your plane is badly damaged.

    When a lot of Planes are in the Air:
    If using the ExtraSquad settings, using [ALT N] can cause the game to crash if there are too many planes in the air.
  • JUMP TO NEXT PLANE=ALT J - Changing Planes; On single missions (but not on career operations)), pressing ALT J allows you to jump into the cockpit of a different plane, it would be an AI controlled plane. This can come in handy. As a rookie, it might be more useful to assume position as a Wingman than to fly the lead plane. You can gain valuable experience just by watching your more accomplished flight mates. Others (those with sadly deficient morals) might want to change planes after their own has been badly torn up. Repeatedly pressing ALT J cycles you through each available aircraft on your mission (flyable planes only). Cycle too far, though, and you’ll end up back in your original crate.

    Chris Coon (v1.2) Multiplayer COOP missions: After your plane is no longer flyable (bail out, ditching, shot down, etc), you can use ALT-J to jump to the next available.

    Ending Multiplayer (Coop) Missions:
    If your plane is destroyed, you bail out, or you are killed, you can jump into the next available AI plane in your squadron by using the "Jump to next plane" (ALT-J) key. ALT-J will not work if your plane is still flyable, or if there are no AI planes remaining. (Or, if the host has "AllowRespawn=0" set--see [Netoption] section). In any case, you can remain in the world and watch everyone else with the view keys. Press Escape to exit.
  • BAIL OUT=ALT B - Bailing out—abandoning your aircraft and parachuting to the surface—is a simple, last-ditch attempt to save your life when your plane has been shot up. All you have to do is get your plane as close to level flight as you can manage and slow, then jump from the cockpit. If you bank too much or climb/dive to much, or if you are too fast, you will hear a nasty "thud", which means that your pilot hit the plane. Vital Note: It is not possible to bail out safely if your altitude is too low. It's suggested that if you can’t get above 3,000 feet, attempting to land is your only safe option.

    Realistic Bailouts; You will now free-fall for a period of time before your chute deploys, though it will still deploy automatically. Depending on the plane's orientation and speed when you bail out, there is also a chance you may hit the tail of the plain during egress (thud sound), injuring yourself and delaying the opening of the chute or even destroying it (or your capability to pull the ripcord).

    Ideally you should be as slow (under 200-250 mph) and as level as possible, and in any case at least a couple thousand feet above ground before you attempt to bail out. (If you remain in the air 4-5 seconds, you have a good chance to have your parachute open. Even at low altitude. At 1,000ft if you bail just before the plane starts to stall/spin, your chute may open at tree top height).

    Enemy Territory and Bail Out:
    What happens once you’re on the ground depends more on luck and where you landed than on your survival skills. Enemy territory is patrolled regularly, and very few pilots have made it back.

    Single Mission and Bail Out:
    Fortunately, as the pilot of a single mission, you have multiple lives to squander. Each time you are shot down or bail out, European Air War reassigns you to the least-damaged friendly AI craft remaining aloft, and you find yourself in the cockpit once again. If the new plane doesn’t suit your liking, cycle through the rest of the available aircraft and select another (see Viewpoint and the Camera: Changing Planes). There is no guarantee, however, that it will be airworthy. When the final friendly plane falls from the sky, your luck and your mission come to an end.

    Oil Leak and Bail Out:
    Try to return to your take-off point right away. Otherwise, the oil will eventually all run out, and the plane’s engine will seize (stop working suddenly). You might, with luck, be able to glide to a safe landing, but it’s much more likely that you’ll end up a sitting duck for enemy pilots to shoot down. If you choose to stay in the fight and then wind up bailing out, fine. Living to fight another day is better than going down with your plane. However, unless you had a damn good reason for staying, expect a reprimand. Bringing your country’s plane home with you is more important than seeking personal victories.

    Complex Stall and Bail Out:
    One further piece of advice: If you go into the second type of stall too low, you’d better bail out. (Whenever your aircraft is climbing, the angle of attack is increased. If you do not have enough forward motion (thrust) to compensate for the loss of lift this causes, the plane could stall). Remember, you’ve got to have enough sky under you to safely recover and get out of the resulting dive. Otherwise you haven’t got a chance.

    Low Alt Spin and Bail Out:
    If you go into a spin at any altitude below 3,000 feet, bail out immediately—you do not have enough maneuvering room to save your plane, so you may as well save your life.

    Severe Damage and Bail Out:
    Remember, once you’re airborne, you are in command. If the damage to your aircraft is severe enough that you have trouble controlling your flight, you have a command decision to make: whether to continue on and attempt to complete your mission. Use your best judgment. Severe damage will make your mission impossible, and you might need to return prematurely. If the damage is too great, you may even have to bail out in order to save your neck.

    Fire and Bail Out:
    If you aren’t close to an airfield, but you believe you can safely crash-land or ditch, feel free to try. Then, too, you could always bail out. There’s no real difference between that and a crash landing—except that you’re much more likely to survive if you hit the silk. Whatever you decide, don’t dilly-dally; you probably don’t have much time to act before the fire reaches the fuel tanks.

    Become A Projectile Weapon:
    If you have no other options—you can’t bail out and your chances of surviving a crash are nil—you can always use your wounded craft as an offensive projectile. You will not survive, and this is not a recommended tactic.

    Most pilots like to wait until they’ve used up all their other destructive options, though it’s not a requirement. Any bombs still attached to your plane when you hit probably won’t go off (they aren’t armed), but any fuel left in your tanks makes a nice fireball. Fact is, if you’re considering a “kamikaze” maneuver, you’ve probably already got your plane toasted and are desperate for a way to wreak some extra havoc. When your plane is damaged, you have less than perfect control over it.

    Viewing Self When Bailing: ...I once read a forum post that was very old. I swore it described how to successfully watch yourself bail out of the plane. However, I no longer know where that information came from...

    In stock v1.2 you can not actually watch the bail out from an external view. After bail out is enabled, all plane following related views are no longer available while the pilot climbs out, it then switches to the pilot's perspective.

    To see the Parachuting Pilot:
    To get a parachuting pilot after bail out in EAWv1.1 / v1.2. In EAW Configuration, you'll want to configure the "Camera Position" to "Mouse" rather than "Keyboard". In the Advanced setup there is a option called "Free Camera View", that defaults to CTRL F12. There is also the "Zoom Button", which defaults to "Mouse Btn. 1" and "Camera Reset" defaults to "Mouse Btn. 2".

    At that point you can activate FREE CAMERA VIEW once the pilot is free falling (before the chute opens), and follow it with your mouse (if so configured under CAMERA CONTROL), but the pilot's image is so small and moving so fast that you may not be able to focus the view on it. Once the parachute deploys you can continue to watch it until it disappears or lands.....

    After your parachute is opened, pause the game.
    Then press the CTRL F12 keys at the same time.
    Go to your mouse, press the left button and pull back on it.
    You should now see the the pilot hanging in a white parachute.
  • PAUSE GAME=ALT P - At any time while in flight, you can press Alt P to pause the game. All action in the game will stop until you restart it, but you still have control of the external camera and the viewpoint controls. Note that none of the controls except those relevant to the camera and viewpoints will function while the game is paused. To restart the action, press Alt P again.
  • SOUND ON/OFF=ALT S - Turns all sounds off or back on.
  • QUIT GAME=ESCAPE - If you wish to end your current mission without shutting down the whole game, press ESC. You must verify this command. If you do, you proceed directly to your debriefing, and the mission is counted a failure unless you completed your objective before quitting. In Multiplayer games this will pause the game for all players.
  • ScreenCapture=RMENU - This is the Print Screen key (RMENU). Be aware that screenshot file size increases dramatically with higher resolutions. If this key won't work for you, try INSERT as the key to use. ALT F12 has worked too in the passed.

    Taking screenshots from various angles in external view:
    -Pause the game. (Alt - P)
    -F9 will switch the picture of yourself from the outside. Move the mouse around or press the u, n, h, j keys to change the angle of the camera up, down, left, right. Also, pressing the left mouse button and dragging will magnify and reduce.
    -Press CTRL F12 keys to move space freely. If you push the left button of the mouse and drag it forward, you will move backward by pulling forward. Because it is shared with scaling.
    -Take the screenshots when you are viewing the objects you like with the size or angle you set.





This section of the document is to mention some unique aspects of the eaw.ini file and controls.


HotSpot Labels
Note that on most of the game screens (not during missions), you can use the [SPACEBAR] to toggle labeling of all the hot spots on and off. This can be quite helpful when you aren’t sure exactly what you can do on a particular screen. You can also right-click to briefly view the hot spots; they stay visible as long as you hold down the [RMB]. In the Hanger Screens you have several options as you wander around the hangar waiting for orders to man your craft. Use the mouse pointer to search the shed until you’ve found each one, or simply press the [SPACEBAR] to reveal them all.



Quitting The Game (Exit to Windows)
The Main Menu includes an Exit option for leaving the game, but real life doesn’t always allow enough time to work your way back to this menu to quit. To leave European Air War at any time, almost instantly, you can press [ALT Q]. The game prompts you to verify that you want to quit. Note that if you are in the middle of a career mission when you quit, your career continues with that mission when you come back to the game.
Also if for some reason, your stuck in the game and it just won't close, use the Windows close shortcut: [ALT F4] will close the active program.



FPS (Frames-Per-Second) Display
To check FPS in EAWv1.0 to EAWv1.2 there is no built in counter, you need an external program. The community used to use a program called FRAPS, however that seemed to only run properly when EAW ran in D3D mode. I have not explored any newer options.



Two Functions Assigned To One Button...
If you want to have 2 functions on one button (one press of the button performs 2 actions), you need to open the ini with notepad, then insert the same key-description to both functions that you want to use with the one button.
For an example: Configured the zoom function and the camera movement on one button...You can use the camera up and move left with the POV Hat switch moved back to get a higher rear-'snapview' ...better combinations can be thought of...only few combinations will work well using eaw.ini, most others will act strange...but if you use some joy tool (from your own joy or a third party) ,xpadder for example, than you can make magic with your joy buttons (2x or 3x more buttons)...

If your trying to save buttons on your Joystick, You can even try "Flaps Up" and "COCKPIT ON/OFF" functions on the same joystick button, saving you one button.



Win2k/WinXP Target Assignment Bug:
You will be able to make changes to the remappable keys in eaw.ini with Notepad with the exception of TARGET CLOSEST ENEMY or TARGET NEXT ENEMY. Whenever you go to Configure Game, Control, Controller Setup and check the setting, it will always be set back to the default and ignores the assignment you previously set with Notepad.



Repeating and Unwanted Lines:
You may notice that sometimes at the end of the EAW.ini, after what should be the last command line (ScreenCapture=) there are other command lines that you may have never have seen there before, repeating several times:
These line could become problematic eventually as they keep being added and repeated over and over, so you will want to remove them. This is the result of thought of having multiples copies of the game on your system. No fix or workaround was ever discovered. You just have to remove those extra entries every so often manually.